Pushed raw files
parent
22d0d4d39f
commit
79f967ecc9
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r_colormap 1
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r_lightmap 2
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r_blur 1.5
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r_scenebrightness 4
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bind SPACE "r_colormap 1;r_lightmap 2;r_blur 1.5;r_scenebrightness 4"
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bind BACKSPACE "r_colormap 0;r_lightmap 0;r_blur 0;r_scenebrightness 1"
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GRAPH_FLOAT_FILE
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15
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0.0000 0.0000
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0.1218 0.0171
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0.1972 0.0295
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0.2612 0.0451
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0.3244 0.0644
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0.3872 0.0897
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||||||
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0.4543 0.1281
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||||||
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0.5149 0.1729
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0.5723 0.2203
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0.6263 0.2771
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0.6771 0.3483
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0.7288 0.4296
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0.7781 0.5157
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0.8387 0.6301
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1.0000 1.0000
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@ -0,0 +1,16 @@
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GRAPH_FLOAT_FILE
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13
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0.0000 0.0000
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||||||
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0.1323 0.0235
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0.2102 0.0469
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0.2939 0.0778
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0.3741 0.1170
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0.4555 0.1724
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0.5401 0.2400
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0.6118 0.3149
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0.6726 0.4018
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0.7268 0.4906
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0.7797 0.5833
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0.8386 0.6926
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1.0000 1.0000
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@ -0,0 +1,15 @@
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GRAPH_FLOAT_FILE
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12
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||||||
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0.0000 0.0000
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0.1322 0.0396
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0.2338 0.0780
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0.3235 0.1267
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0.4022 0.1812
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0.4809 0.2479
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0.5561 0.3254
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0.6205 0.3936
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0.6930 0.4771
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0.7819 0.5943
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0.8598 0.7299
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1.0000 1.0000
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@ -0,0 +1,10 @@
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GRAPH_FLOAT_FILE
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7
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0.0000 0.0000
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0.1242 0.0423
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0.2238 0.0885
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0.3210 0.1553
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||||||
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0.4118 0.2419
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0.5116 0.3508
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1.0000 1.0000
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@ -0,0 +1,49 @@
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||||||
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// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
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||||||
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/*QUAKED actor_ally_airport_comrad_m4 (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
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defaultmdl="body_composite_smg"
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"count" -- max AI to ever spawn from this spawner
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SPAWNER -- makes this a spawner instead of a guy
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FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
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UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
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||||||
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PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
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DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
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*/
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main()
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{
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self.animTree = "";
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self.additionalAssets = "";
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self.team = "allies";
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self.type = "human";
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self.subclass = "regular";
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self.accuracy = 0.2;
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self.health = 3600;
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self.secondaryweapon = "beretta";
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self.sidearm = "beretta";
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self.grenadeWeapon = "fraggrenade";
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self.grenadeAmmo = 4;
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if ( isAI( self ) )
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{
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self setEngagementMinDist( 256.000000, 0.000000 );
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self setEngagementMaxDist( 768.000000, 1024.000000 );
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}
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self.weapon = "m4_grunt";
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character\character_airport_a::main();
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}
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spawner()
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{
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self setspawnerteam("allies");
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}
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precache()
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{
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character\character_airport_a::precache();
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precacheItem("m4_grunt");
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precacheItem("beretta");
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precacheItem("beretta");
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precacheItem("fraggrenade");
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}
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@ -0,0 +1,49 @@
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// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
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/*QUAKED actor_ally_airport_comrad_saw (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
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defaultmdl="body_composite_lmg"
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"count" -- max AI to ever spawn from this spawner
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SPAWNER -- makes this a spawner instead of a guy
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FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
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UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
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PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
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DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
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*/
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main()
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{
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self.animTree = "";
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self.additionalAssets = "";
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self.team = "allies";
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self.type = "human";
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self.subclass = "regular";
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self.accuracy = 0.2;
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self.health = 3600;
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self.secondaryweapon = "beretta";
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self.sidearm = "beretta";
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self.grenadeWeapon = "fraggrenade";
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self.grenadeAmmo = 4;
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if ( isAI( self ) )
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{
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self setEngagementMinDist( 256.000000, 0.000000 );
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self setEngagementMaxDist( 768.000000, 1024.000000 );
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}
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self.weapon = "m240";
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character\character_airport_b::main();
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}
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spawner()
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{
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self setspawnerteam("allies");
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}
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precache()
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{
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character\character_airport_b::precache();
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precacheItem("m240");
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precacheItem("beretta");
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precacheItem("beretta");
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precacheItem("fraggrenade");
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}
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// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
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/*QUAKED actor_ally_airport_comrad_shotgun (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
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defaultmdl="body_composite_shotgun"
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"count" -- max AI to ever spawn from this spawner
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SPAWNER -- makes this a spawner instead of a guy
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FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
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UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
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PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
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DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
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*/
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main()
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{
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self.animTree = "";
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self.additionalAssets = "";
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self.team = "allies";
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self.type = "human";
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self.subclass = "regular";
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self.accuracy = 0.2;
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self.health = 3600;
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self.secondaryweapon = "beretta";
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self.sidearm = "beretta";
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self.grenadeWeapon = "fraggrenade";
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self.grenadeAmmo = 4;
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if ( isAI( self ) )
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{
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self setEngagementMinDist( 256.000000, 0.000000 );
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self setEngagementMaxDist( 768.000000, 1024.000000 );
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}
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self.weapon = "striker";
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character\character_airport_c::main();
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}
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spawner()
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{
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self setspawnerteam("allies");
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}
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precache()
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{
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character\character_airport_c::precache();
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precacheItem("striker");
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precacheItem("beretta");
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precacheItem("beretta");
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precacheItem("fraggrenade");
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}
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@ -0,0 +1,66 @@
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// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
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||||||
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/*QUAKED actor_ally_airport_comrad_SMG (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
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||||||
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defaultmdl="body_composite_shotgun"
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"count" -- max AI to ever spawn from this spawner
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||||||
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SPAWNER -- makes this a spawner instead of a guy
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||||||
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FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
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||||||
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UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
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PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
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||||||
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DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
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||||||
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*/
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main()
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{
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self.animTree = "";
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self.additionalAssets = "";
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self.team = "allies";
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self.type = "human";
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self.subclass = "regular";
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self.accuracy = 0.2;
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self.health = 3600;
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self.secondaryweapon = "beretta";
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self.sidearm = "beretta";
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self.grenadeWeapon = "fraggrenade";
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self.grenadeAmmo = 4;
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if ( isAI( self ) )
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{
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self setEngagementMinDist( 256.000000, 0.000000 );
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self setEngagementMaxDist( 768.000000, 1024.000000 );
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}
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switch( codescripts\character::get_random_weapon(4) )
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{
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case 0:
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self.weapon = "mp5";
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break;
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case 1:
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self.weapon = "mp5_reflex";
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break;
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case 2:
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self.weapon = "mp5_silencer";
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break;
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case 3:
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self.weapon = "mp5_silencer_reflex";
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break;
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}
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character\character_airport_e::main();
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}
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spawner()
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{
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self setspawnerteam("allies");
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}
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precache()
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{
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character\character_airport_e::precache();
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precacheItem("mp5");
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precacheItem("mp5_reflex");
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precacheItem("mp5_silencer");
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precacheItem("mp5_silencer_reflex");
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precacheItem("beretta");
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precacheItem("beretta");
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precacheItem("fraggrenade");
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}
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@ -0,0 +1,70 @@
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// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
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/*QUAKED actor_ally_arab_trainee_AR (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
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defaultmdl="body_opforce_afghan_assault_a"
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"count" -- max AI to ever spawn from this spawner
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SPAWNER -- makes this a spawner instead of a guy
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FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
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UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
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||||||
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PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
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DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
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*/
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main()
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{
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self.animTree = "";
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self.additionalAssets = "";
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self.team = "allies";
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self.type = "human";
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self.subclass = "regular";
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self.accuracy = 0.2;
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self.health = 100;
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self.secondaryweapon = "";
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self.sidearm = "beretta";
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self.grenadeWeapon = "fraggrenade";
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self.grenadeAmmo = 0;
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if ( isAI( self ) )
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{
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self setEngagementMinDist( 256.000000, 0.000000 );
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self setEngagementMaxDist( 768.000000, 1024.000000 );
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}
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switch( codescripts\character::get_random_weapon(3) )
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{
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case 0:
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self.weapon = "m16_basic";
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break;
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case 1:
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self.weapon = "m16_acog";
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break;
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case 2:
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self.weapon = "m4_grunt";
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break;
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}
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switch( codescripts\character::get_random_character(2) )
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{
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case 0:
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character\character_trn_arab_a::main();
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break;
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case 1:
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character\character_trn_arab_b::main();
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break;
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}
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}
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spawner()
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{
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self setspawnerteam("allies");
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}
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precache()
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{
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character\character_trn_arab_a::precache();
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character\character_trn_arab_b::precache();
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precacheItem("m16_basic");
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precacheItem("m16_acog");
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precacheItem("m4_grunt");
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precacheItem("beretta");
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precacheItem("fraggrenade");
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}
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@ -0,0 +1,101 @@
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// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
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||||||
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/*QUAKED actor_ally_arab_translator (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
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defaultmdl="body_opforce_afghan_assault_a"
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"count" -- max AI to ever spawn from this spawner
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||||||
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SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
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*/
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main()
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{
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self.animTree = "";
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self.additionalAssets = "";
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self.team = "allies";
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self.type = "human";
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self.subclass = "regular";
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self.accuracy = 0.2;
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self.health = 100;
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self.secondaryweapon = "";
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self.sidearm = "beretta";
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self.grenadeWeapon = "fraggrenade";
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self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_weapon(12) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
self.weapon = "m16_basic";
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
self.weapon = "m240";
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
self.weapon = "m16_grenadier";
|
||||||
|
break;
|
||||||
|
case 3:
|
||||||
|
self.weapon = "m240_reflex";
|
||||||
|
break;
|
||||||
|
case 4:
|
||||||
|
self.weapon = "m16_acog";
|
||||||
|
break;
|
||||||
|
case 5:
|
||||||
|
self.weapon = "m240_acog";
|
||||||
|
break;
|
||||||
|
case 6:
|
||||||
|
self.weapon = "m4_grenadier";
|
||||||
|
break;
|
||||||
|
case 7:
|
||||||
|
self.weapon = "scar_h_acog";
|
||||||
|
break;
|
||||||
|
case 8:
|
||||||
|
self.weapon = "m4_grunt";
|
||||||
|
break;
|
||||||
|
case 9:
|
||||||
|
self.weapon = "scar_h_shotgun";
|
||||||
|
break;
|
||||||
|
case 10:
|
||||||
|
self.weapon = "scar_h_reflex";
|
||||||
|
break;
|
||||||
|
case 11:
|
||||||
|
self.weapon = "scar_h_grenadier";
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
character\character_trn_arab_b::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_trn_arab_b::precache();
|
||||||
|
|
||||||
|
precacheItem("m16_basic");
|
||||||
|
precacheItem("m240");
|
||||||
|
precacheItem("m16_grenadier");
|
||||||
|
precacheItem("m203");
|
||||||
|
precacheItem("m240_reflex");
|
||||||
|
precacheItem("m16_acog");
|
||||||
|
precacheItem("m240_acog");
|
||||||
|
precacheItem("m4_grenadier");
|
||||||
|
precacheItem("m203_m4");
|
||||||
|
precacheItem("scar_h_acog");
|
||||||
|
precacheItem("m4_grunt");
|
||||||
|
precacheItem("scar_h_shotgun");
|
||||||
|
precacheItem("scar_h_shotgun_attach");
|
||||||
|
precacheItem("scar_h_reflex");
|
||||||
|
precacheItem("scar_h_grenadier");
|
||||||
|
precacheItem("scar_h_m203");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,57 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_favela_driver (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_seal_soccom_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "glock";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_weapon(2) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
self.weapon = "mp5";
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
self.weapon = "mp5_reflex";
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
character\character_seal_soccom_assault_b_blk::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_seal_soccom_assault_b_blk::precache();
|
||||||
|
|
||||||
|
precacheItem("mp5");
|
||||||
|
precacheItem("mp5_reflex");
|
||||||
|
precacheItem("glock");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,48 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_favela_grabteam_driver (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_militia_assault_aa_blk"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "militia";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 150;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "ak47";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "beretta";
|
||||||
|
|
||||||
|
character\character_opf_militia_assault_aa_blk::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_opf_militia_assault_aa_blk::precache();
|
||||||
|
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("ak47");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,48 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_favela_grabteam_guy1 (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_militia_assault_ab_blk"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "militia";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 150;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "ak47";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "beretta";
|
||||||
|
|
||||||
|
character\character_opf_militia_assault_ab_blk::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_opf_militia_assault_ab_blk::precache();
|
||||||
|
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("ak47");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,48 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_favela_grabteam_guy2 (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_militia_smg_aa_wht"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "militia";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 150;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "ak47";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "beretta";
|
||||||
|
|
||||||
|
character\character_opf_militia_smg_aa_wht::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_opf_militia_smg_aa_wht::precache();
|
||||||
|
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("ak47");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,48 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_hero_dunn (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_us_army_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "scar_h_thermal";
|
||||||
|
|
||||||
|
character\character_hero_us_army_dunn::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_hero_us_army_dunn::precache();
|
||||||
|
|
||||||
|
precacheItem("scar_h_thermal");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,49 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_hero_foley (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_us_army_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "scar_h_grenadier";
|
||||||
|
|
||||||
|
character\character_hero_us_army_foley::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_hero_us_army_foley::precache();
|
||||||
|
|
||||||
|
precacheItem("scar_h_grenadier");
|
||||||
|
precacheItem("scar_h_m203");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,48 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_hero_ghost_arctic (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_seal_soccom_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 150;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "masada_acog";
|
||||||
|
|
||||||
|
character\character_hero_arctic_ghost::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_hero_arctic_ghost::precache();
|
||||||
|
|
||||||
|
precacheItem("masada_acog");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,48 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_hero_ghost_forest (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_seal_soccom_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 150;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "masada_acog";
|
||||||
|
|
||||||
|
character\character_hero_forest_ghost::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_hero_forest_ghost::precache();
|
||||||
|
|
||||||
|
precacheItem("masada_acog");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,48 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_hero_ghost_forest_dmg (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_seal_soccom_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 150;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "masada_acog";
|
||||||
|
|
||||||
|
character\character_hero_forest_ghost_dmg::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_hero_forest_ghost_dmg::precache();
|
||||||
|
|
||||||
|
precacheItem("masada_acog");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,48 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_hero_ghost_socom (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_seal_soccom_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "glock";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "m4_grunt";
|
||||||
|
|
||||||
|
character\character_hero_seal_soccom_ghost::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_hero_seal_soccom_ghost::precache();
|
||||||
|
|
||||||
|
precacheItem("m4_grunt");
|
||||||
|
precacheItem("glock");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,48 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_hero_ghost_udt (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_hero_seal_udt_ghost"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "glock";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "m4_grunt";
|
||||||
|
|
||||||
|
character\character_hero_seal_udt_ghost::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_hero_seal_udt_ghost::precache();
|
||||||
|
|
||||||
|
precacheItem("m4_grunt");
|
||||||
|
precacheItem("glock");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,49 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_hero_makarov_airport (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_composite_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 3600;
|
||||||
|
self.secondaryweapon = "m79";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 4;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "m4_grunt";
|
||||||
|
|
||||||
|
character\character_vil_makarov::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_vil_makarov::precache();
|
||||||
|
|
||||||
|
precacheItem("m4_grunt");
|
||||||
|
precacheItem("m79");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,48 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_hero_nikolai (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_hero_nikolai"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 150;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "masada_acog";
|
||||||
|
|
||||||
|
character\character_hero_nikolai::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_hero_nikolai::precache();
|
||||||
|
|
||||||
|
precacheItem("masada_acog");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,50 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_hero_price_afghan_AR (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_tf141_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "usp_silencer";
|
||||||
|
self.sidearm = "usp_silencer";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "m4_grenadier";
|
||||||
|
|
||||||
|
character\character_hero_desert_price::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_hero_desert_price::precache();
|
||||||
|
|
||||||
|
precacheItem("m4_grenadier");
|
||||||
|
precacheItem("m203_m4");
|
||||||
|
precacheItem("usp_silencer");
|
||||||
|
precacheItem("usp_silencer");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,49 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_hero_price_afghan_scar (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_tf141_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "usp_silencer";
|
||||||
|
self.sidearm = "usp_silencer";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "cheytac_silencer";
|
||||||
|
|
||||||
|
character\character_hero_desert_price::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_hero_desert_price::precache();
|
||||||
|
|
||||||
|
precacheItem("cheytac_silencer");
|
||||||
|
precacheItem("usp_silencer");
|
||||||
|
precacheItem("usp_silencer");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,50 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_hero_price_afghan_zodiac (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_tf141_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "usp_silencer";
|
||||||
|
self.sidearm = "usp_silencer";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "m4_grenadier";
|
||||||
|
|
||||||
|
character\character_hero_zodiac_price::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_hero_zodiac_price::precache();
|
||||||
|
|
||||||
|
precacheItem("m4_grenadier");
|
||||||
|
precacheItem("m203_m4");
|
||||||
|
precacheItem("usp_silencer");
|
||||||
|
precacheItem("usp_silencer");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,49 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_hero_price_arctic (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_tf141_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "at4";
|
||||||
|
self.sidearm = "usp_silencer";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "m21_scoped_arctic_silenced";
|
||||||
|
|
||||||
|
character\character_hero_arctic_price::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_hero_arctic_price::precache();
|
||||||
|
|
||||||
|
precacheItem("m21_scoped_arctic_silenced");
|
||||||
|
precacheItem("at4");
|
||||||
|
precacheItem("usp_silencer");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,49 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_hero_price_arctic_gasmask (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_hero_soap_arctic"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "at4";
|
||||||
|
self.sidearm = "usp_silencer";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "famas_arctic";
|
||||||
|
|
||||||
|
character\character_hero_arctic_price::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_hero_arctic_price::precache();
|
||||||
|
|
||||||
|
precacheItem("famas_arctic");
|
||||||
|
precacheItem("at4");
|
||||||
|
precacheItem("usp_silencer");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,49 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_hero_price_gulag (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_hero_price_gulag"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "at4";
|
||||||
|
self.sidearm = "usp_silencer";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "m4_grunt";
|
||||||
|
|
||||||
|
character\character_hero_gulag_price::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_hero_gulag_price::precache();
|
||||||
|
|
||||||
|
precacheItem("m4_grunt");
|
||||||
|
precacheItem("at4");
|
||||||
|
precacheItem("usp_silencer");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,49 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_hero_shepherd (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_vil_shepherd"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "elite";
|
||||||
|
self.accuracy = 0.12;
|
||||||
|
self.health = 150;
|
||||||
|
self.secondaryweapon = "coltanaconda";
|
||||||
|
self.sidearm = "coltanaconda";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 512.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "m4_grunt";
|
||||||
|
|
||||||
|
character\character_vil_shepherd::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_vil_shepherd::precache();
|
||||||
|
|
||||||
|
precacheItem("m4_grunt");
|
||||||
|
precacheItem("coltanaconda");
|
||||||
|
precacheItem("coltanaconda");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,49 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_hero_shepherd_no_gun (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_vil_shepherd"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "elite";
|
||||||
|
self.accuracy = 0.12;
|
||||||
|
self.health = 150;
|
||||||
|
self.secondaryweapon = "coltanaconda";
|
||||||
|
self.sidearm = "coltanaconda";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 512.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "m4_grunt";
|
||||||
|
|
||||||
|
character\character_vil_shepherd_no_gun::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_vil_shepherd_no_gun::precache();
|
||||||
|
|
||||||
|
precacheItem("m4_grunt");
|
||||||
|
precacheItem("coltanaconda");
|
||||||
|
precacheItem("coltanaconda");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,48 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_hero_soap_arctic (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_hero_soap_arctic"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "usp_silencer";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "m21_scoped_arctic_silenced";
|
||||||
|
|
||||||
|
character\character_hero_arctic_soap::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_hero_arctic_soap::precache();
|
||||||
|
|
||||||
|
precacheItem("m21_scoped_arctic_silenced");
|
||||||
|
precacheItem("usp_silencer");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,48 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_hero_soap_socom (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_seal_soccom_assault_b"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "glock";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "m4_grunt";
|
||||||
|
|
||||||
|
character\character_hero_seal_soccom_soap::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_hero_seal_soccom_soap::precache();
|
||||||
|
|
||||||
|
precacheItem("m4_grunt");
|
||||||
|
precacheItem("glock");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,48 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_hero_soap_udt (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_hero_seal_udt_soap"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "glock";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "m4_grunt";
|
||||||
|
|
||||||
|
character\character_hero_seal_udt_soap::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_hero_seal_udt_soap::precache();
|
||||||
|
|
||||||
|
precacheItem("m4_grunt");
|
||||||
|
precacheItem("glock");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,78 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_marine_AR_m4grunt (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_complete_sp_usmc_zach"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 150;
|
||||||
|
self.secondaryweapon = "colt45";
|
||||||
|
self.sidearm = "colt45";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "m4_grunt";
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(7) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_sp_usmc_james::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_sp_usmc_sami::main();
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
character\character_sp_usmc_at4::main();
|
||||||
|
break;
|
||||||
|
case 3:
|
||||||
|
character\character_sp_usmc_ryan::main();
|
||||||
|
break;
|
||||||
|
case 4:
|
||||||
|
character\character_sp_usmc_sami_goggles::main();
|
||||||
|
break;
|
||||||
|
case 5:
|
||||||
|
character\character_sp_usmc_zach::main();
|
||||||
|
break;
|
||||||
|
case 6:
|
||||||
|
character\character_sp_usmc_zach_goggles::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_sp_usmc_james::precache();
|
||||||
|
character\character_sp_usmc_sami::precache();
|
||||||
|
character\character_sp_usmc_at4::precache();
|
||||||
|
character\character_sp_usmc_ryan::precache();
|
||||||
|
character\character_sp_usmc_sami_goggles::precache();
|
||||||
|
character\character_sp_usmc_zach::precache();
|
||||||
|
character\character_sp_usmc_zach_goggles::precache();
|
||||||
|
|
||||||
|
precacheItem("m4_grunt");
|
||||||
|
precacheItem("colt45");
|
||||||
|
precacheItem("colt45");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,62 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_marine_woodland_AR_m4grunt (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_sp_usmc_force_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 150;
|
||||||
|
self.secondaryweapon = "usp";
|
||||||
|
self.sidearm = "usp";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "m4_grunt";
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(3) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_sp_usmc_force_a::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_sp_usmc_force_b::main();
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
character\character_sp_usmc_force_c::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_sp_usmc_force_a::precache();
|
||||||
|
character\character_sp_usmc_force_b::precache();
|
||||||
|
character\character_sp_usmc_force_c::precache();
|
||||||
|
|
||||||
|
precacheItem("m4_grunt");
|
||||||
|
precacheItem("usp");
|
||||||
|
precacheItem("usp");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,48 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_pilot_velinda_desert (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_complete_sp_cobra_pilot_desert_velinda"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 149;
|
||||||
|
self.secondaryweapon = "beretta";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "none";
|
||||||
|
|
||||||
|
character\character_sp_pilot_velinda_desert::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_sp_pilot_velinda_desert::precache();
|
||||||
|
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,48 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_pilot_velinda_woodland (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_complete_sp_cobra_pilot_woodland_velinda"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 149;
|
||||||
|
self.secondaryweapon = "beretta";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "none";
|
||||||
|
|
||||||
|
character\character_sp_pilot_velinda_woodland::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_sp_pilot_velinda_woodland::precache();
|
||||||
|
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,48 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_pilot_zach_desert (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_complete_sp_cobra_pilot_desert_zack"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 149;
|
||||||
|
self.secondaryweapon = "beretta";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "none";
|
||||||
|
|
||||||
|
character\character_sp_pilot_zack_desert::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_sp_pilot_zack_desert::precache();
|
||||||
|
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,49 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_pilot_zach_woodland (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_complete_sp_cobra_pilot_woodland_zack"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 149;
|
||||||
|
self.secondaryweapon = "beretta";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "mp5";
|
||||||
|
|
||||||
|
character\character_sp_pilot_zack_woodland::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_sp_pilot_zack_woodland::precache();
|
||||||
|
|
||||||
|
precacheItem("mp5");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,49 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_sas_ghillie (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_complete_sp_usmc_ghillie_price"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 150;
|
||||||
|
self.secondaryweapon = "usp_silencer";
|
||||||
|
self.sidearm = "usp_silencer";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "m14_scoped";
|
||||||
|
|
||||||
|
character\character_sp_usmc_ghillie_price::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_sp_usmc_ghillie_price::precache();
|
||||||
|
|
||||||
|
precacheItem("m14_scoped");
|
||||||
|
precacheItem("usp_silencer");
|
||||||
|
precacheItem("usp_silencer");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,48 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_seal_udt_dive (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_seal_udt_dive_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "flash_grenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "m4_silencer";
|
||||||
|
|
||||||
|
character\character_seal_udt_dive_a::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_seal_udt_dive_a::precache();
|
||||||
|
|
||||||
|
precacheItem("m4_silencer");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("flash_grenade");
|
||||||
|
}
|
|
@ -0,0 +1,57 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_seal_udt_M14 (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_seal_udt_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 150;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "m14_scoped";
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(2) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_seal_udt_assault_a::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_seal_udt_smg::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_seal_udt_assault_a::precache();
|
||||||
|
character\character_seal_udt_smg::precache();
|
||||||
|
|
||||||
|
precacheItem("m14_scoped");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,57 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_seal_udt_M4_silencer (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_seal_udt_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 150;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "usp_silencer";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "m4_silencer";
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(2) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_seal_udt_assault_a::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_seal_udt_assault_b::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_seal_udt_assault_a::precache();
|
||||||
|
character\character_seal_udt_assault_b::precache();
|
||||||
|
|
||||||
|
precacheItem("m4_silencer");
|
||||||
|
precacheItem("usp_silencer");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,57 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_seal_udt_MP5 (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_seal_udt_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 150;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "mp5";
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(2) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_seal_udt_assault_a::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_seal_udt_smg::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_seal_udt_assault_a::precache();
|
||||||
|
character\character_seal_udt_smg::precache();
|
||||||
|
|
||||||
|
precacheItem("mp5");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,57 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_seal_udt_MP5_silencer (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_seal_udt_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 150;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "usp_silencer";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "mp5_silencer";
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(2) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_seal_udt_assault_a::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_seal_udt_smg::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_seal_udt_assault_a::precache();
|
||||||
|
character\character_seal_udt_smg::precache();
|
||||||
|
|
||||||
|
precacheItem("mp5_silencer");
|
||||||
|
precacheItem("usp_silencer");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,136 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_socom_helmet_AR (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_seal_soccom_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_weapon(17) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
self.weapon = "m4_grenadier";
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
self.weapon = "m4_grunt";
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
self.weapon = "m4m203_acog";
|
||||||
|
break;
|
||||||
|
case 3:
|
||||||
|
self.weapon = "m4m203_eotech";
|
||||||
|
break;
|
||||||
|
case 4:
|
||||||
|
self.weapon = "m4m203_reflex";
|
||||||
|
break;
|
||||||
|
case 5:
|
||||||
|
self.weapon = "tavor_acog";
|
||||||
|
break;
|
||||||
|
case 6:
|
||||||
|
self.weapon = "tavor_mars";
|
||||||
|
break;
|
||||||
|
case 7:
|
||||||
|
self.weapon = "m16_acog";
|
||||||
|
break;
|
||||||
|
case 8:
|
||||||
|
self.weapon = "m16_grenadier";
|
||||||
|
break;
|
||||||
|
case 9:
|
||||||
|
self.weapon = "m16_reflex";
|
||||||
|
break;
|
||||||
|
case 10:
|
||||||
|
self.weapon = "masada";
|
||||||
|
break;
|
||||||
|
case 11:
|
||||||
|
self.weapon = "masada_acog";
|
||||||
|
break;
|
||||||
|
case 12:
|
||||||
|
self.weapon = "masada_reflex";
|
||||||
|
break;
|
||||||
|
case 13:
|
||||||
|
self.weapon = "scar_h";
|
||||||
|
break;
|
||||||
|
case 14:
|
||||||
|
self.weapon = "scar_h_acog";
|
||||||
|
break;
|
||||||
|
case 15:
|
||||||
|
self.weapon = "scar_h_reflex";
|
||||||
|
break;
|
||||||
|
case 16:
|
||||||
|
self.weapon = "scar_h_shotgun";
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(3) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_seal_soccom_h_assault_c::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_seal_soccom_h_assault_c_blk::main();
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
character\character_seal_soccom_h_assault_d::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_seal_soccom_h_assault_c::precache();
|
||||||
|
character\character_seal_soccom_h_assault_c_blk::precache();
|
||||||
|
character\character_seal_soccom_h_assault_d::precache();
|
||||||
|
|
||||||
|
precacheItem("m4_grenadier");
|
||||||
|
precacheItem("m203_m4");
|
||||||
|
precacheItem("m4_grunt");
|
||||||
|
precacheItem("m4m203_acog");
|
||||||
|
precacheItem("m203_m4_acog");
|
||||||
|
precacheItem("m4m203_eotech");
|
||||||
|
precacheItem("m203_m4_eotech");
|
||||||
|
precacheItem("m4m203_reflex");
|
||||||
|
precacheItem("m203_m4_reflex");
|
||||||
|
precacheItem("tavor_acog");
|
||||||
|
precacheItem("tavor_mars");
|
||||||
|
precacheItem("m16_acog");
|
||||||
|
precacheItem("m16_grenadier");
|
||||||
|
precacheItem("m203");
|
||||||
|
precacheItem("m16_reflex");
|
||||||
|
precacheItem("masada");
|
||||||
|
precacheItem("masada_acog");
|
||||||
|
precacheItem("masada_reflex");
|
||||||
|
precacheItem("scar_h");
|
||||||
|
precacheItem("scar_h_acog");
|
||||||
|
precacheItem("scar_h_reflex");
|
||||||
|
precacheItem("scar_h_shotgun");
|
||||||
|
precacheItem("scar_h_shotgun_attach");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,61 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_socom_helmet_LMG (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_seal_soccom_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "mg4";
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(3) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_seal_soccom_h_assault_c::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_seal_soccom_h_assault_c_blk::main();
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
character\character_seal_soccom_h_assault_d::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_seal_soccom_h_assault_c::precache();
|
||||||
|
character\character_seal_soccom_h_assault_c_blk::precache();
|
||||||
|
character\character_seal_soccom_h_assault_d::precache();
|
||||||
|
|
||||||
|
precacheItem("mg4");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,70 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_socom_helmet_mp5 (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_seal_soccom_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_weapon(2) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
self.weapon = "mp5";
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
self.weapon = "mp5_reflex";
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(3) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_seal_soccom_h_assault_c::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_seal_soccom_h_assault_c_blk::main();
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
character\character_seal_soccom_h_assault_d::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_seal_soccom_h_assault_c::precache();
|
||||||
|
character\character_seal_soccom_h_assault_c_blk::precache();
|
||||||
|
character\character_seal_soccom_h_assault_d::precache();
|
||||||
|
|
||||||
|
precacheItem("mp5");
|
||||||
|
precacheItem("mp5_reflex");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,70 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_socom_helmet_SHOTGUN (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_seal_soccom_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_weapon(2) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
self.weapon = "winchester1200";
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
self.weapon = "m1014";
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(3) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_seal_soccom_h_assault_c::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_seal_soccom_h_assault_c_blk::main();
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
character\character_seal_soccom_h_assault_d::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_seal_soccom_h_assault_c::precache();
|
||||||
|
character\character_seal_soccom_h_assault_c_blk::precache();
|
||||||
|
character\character_seal_soccom_h_assault_d::precache();
|
||||||
|
|
||||||
|
precacheItem("winchester1200");
|
||||||
|
precacheItem("m1014");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,82 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_socom_helmet_SMG (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_seal_soccom_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_weapon(5) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
self.weapon = "mp5";
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
self.weapon = "mp5_reflex";
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
self.weapon = "ump45";
|
||||||
|
break;
|
||||||
|
case 3:
|
||||||
|
self.weapon = "ump45_acog";
|
||||||
|
break;
|
||||||
|
case 4:
|
||||||
|
self.weapon = "ump45_reflex";
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(3) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_seal_soccom_h_assault_c::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_seal_soccom_h_assault_c_blk::main();
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
character\character_seal_soccom_h_assault_d::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_seal_soccom_h_assault_c::precache();
|
||||||
|
character\character_seal_soccom_h_assault_c_blk::precache();
|
||||||
|
character\character_seal_soccom_h_assault_d::precache();
|
||||||
|
|
||||||
|
precacheItem("mp5");
|
||||||
|
precacheItem("mp5_reflex");
|
||||||
|
precacheItem("ump45");
|
||||||
|
precacheItem("ump45_acog");
|
||||||
|
precacheItem("ump45_reflex");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,58 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_socom_M4 (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_seal_soccom_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "glock";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_weapon(2) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
self.weapon = "m4_grenadier";
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
self.weapon = "m4_grunt";
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
character\character_seal_soccom_assault_c::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_seal_soccom_assault_c::precache();
|
||||||
|
|
||||||
|
precacheItem("m4_grenadier");
|
||||||
|
precacheItem("m203_m4");
|
||||||
|
precacheItem("m4_grunt");
|
||||||
|
precacheItem("glock");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,66 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_socom_MP5 (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_seal_soccom_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "glock";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_weapon(2) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
self.weapon = "mp5";
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
self.weapon = "mp5_reflex";
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(2) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_seal_soccom_assault_d::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_seal_soccom_assault_c_blk::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_seal_soccom_assault_d::precache();
|
||||||
|
character\character_seal_soccom_assault_c_blk::precache();
|
||||||
|
|
||||||
|
precacheItem("mp5");
|
||||||
|
precacheItem("mp5_reflex");
|
||||||
|
precacheItem("glock");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,57 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_socom_SHOTGUN (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_seal_soccom_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "glock";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_weapon(2) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
self.weapon = "spas12";
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
self.weapon = "spas12_reflex";
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
character\character_seal_soccom_assault_c_blk::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_seal_soccom_assault_c_blk::precache();
|
||||||
|
|
||||||
|
precacheItem("spas12");
|
||||||
|
precacheItem("spas12_reflex");
|
||||||
|
precacheItem("glock");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,136 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_tf_141_arctic_AR (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_tf141_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_weapon(17) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
self.weapon = "m4_grenadier";
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
self.weapon = "m4_grunt";
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
self.weapon = "m4m203_acog";
|
||||||
|
break;
|
||||||
|
case 3:
|
||||||
|
self.weapon = "m4m203_eotech";
|
||||||
|
break;
|
||||||
|
case 4:
|
||||||
|
self.weapon = "m4m203_reflex";
|
||||||
|
break;
|
||||||
|
case 5:
|
||||||
|
self.weapon = "tavor_acog";
|
||||||
|
break;
|
||||||
|
case 6:
|
||||||
|
self.weapon = "tavor_mars";
|
||||||
|
break;
|
||||||
|
case 7:
|
||||||
|
self.weapon = "m16_acog";
|
||||||
|
break;
|
||||||
|
case 8:
|
||||||
|
self.weapon = "m16_grenadier";
|
||||||
|
break;
|
||||||
|
case 9:
|
||||||
|
self.weapon = "m16_reflex";
|
||||||
|
break;
|
||||||
|
case 10:
|
||||||
|
self.weapon = "masada";
|
||||||
|
break;
|
||||||
|
case 11:
|
||||||
|
self.weapon = "masada_acog";
|
||||||
|
break;
|
||||||
|
case 12:
|
||||||
|
self.weapon = "masada_reflex";
|
||||||
|
break;
|
||||||
|
case 13:
|
||||||
|
self.weapon = "scar_h";
|
||||||
|
break;
|
||||||
|
case 14:
|
||||||
|
self.weapon = "scar_h_acog";
|
||||||
|
break;
|
||||||
|
case 15:
|
||||||
|
self.weapon = "scar_h_reflex";
|
||||||
|
break;
|
||||||
|
case 16:
|
||||||
|
self.weapon = "scar_h_shotgun";
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(3) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_tf_141_arctic_assault_a::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_tf_141_arctic_assault_b::main();
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
character\character_tf_141_arctic_shotgun::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_tf_141_arctic_assault_a::precache();
|
||||||
|
character\character_tf_141_arctic_assault_b::precache();
|
||||||
|
character\character_tf_141_arctic_shotgun::precache();
|
||||||
|
|
||||||
|
precacheItem("m4_grenadier");
|
||||||
|
precacheItem("m203_m4");
|
||||||
|
precacheItem("m4_grunt");
|
||||||
|
precacheItem("m4m203_acog");
|
||||||
|
precacheItem("m203_m4_acog");
|
||||||
|
precacheItem("m4m203_eotech");
|
||||||
|
precacheItem("m203_m4_eotech");
|
||||||
|
precacheItem("m4m203_reflex");
|
||||||
|
precacheItem("m203_m4_reflex");
|
||||||
|
precacheItem("tavor_acog");
|
||||||
|
precacheItem("tavor_mars");
|
||||||
|
precacheItem("m16_acog");
|
||||||
|
precacheItem("m16_grenadier");
|
||||||
|
precacheItem("m203");
|
||||||
|
precacheItem("m16_reflex");
|
||||||
|
precacheItem("masada");
|
||||||
|
precacheItem("masada_acog");
|
||||||
|
precacheItem("masada_reflex");
|
||||||
|
precacheItem("scar_h");
|
||||||
|
precacheItem("scar_h_acog");
|
||||||
|
precacheItem("scar_h_reflex");
|
||||||
|
precacheItem("scar_h_shotgun");
|
||||||
|
precacheItem("scar_h_shotgun_attach");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,49 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_tf_141_arctic_bricktop (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_tf141_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "m4_grenadier";
|
||||||
|
|
||||||
|
character\character_tf_141_arctic_lmg::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_tf_141_arctic_lmg::precache();
|
||||||
|
|
||||||
|
precacheItem("m4_grenadier");
|
||||||
|
precacheItem("m203_m4");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,57 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_tf_141_arctic_SHOTGUN (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_tf141_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_weapon(2) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
self.weapon = "winchester1200";
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
self.weapon = "m1014";
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
character\character_tf_141_arctic_shotgun::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_tf_141_arctic_shotgun::precache();
|
||||||
|
|
||||||
|
precacheItem("winchester1200");
|
||||||
|
precacheItem("m1014");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,50 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_tf_141_desert_AT4 (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_tf141_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "m4_grenadier";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "at4";
|
||||||
|
|
||||||
|
character\character_tf_141_desert_lmg::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_tf_141_desert_lmg::precache();
|
||||||
|
|
||||||
|
precacheItem("at4");
|
||||||
|
precacheItem("m4_grenadier");
|
||||||
|
precacheItem("m203_m4");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,136 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_tf_141_forest_AR (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_tf141_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_weapon(17) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
self.weapon = "m4_grenadier";
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
self.weapon = "m4_grunt";
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
self.weapon = "m4m203_acog";
|
||||||
|
break;
|
||||||
|
case 3:
|
||||||
|
self.weapon = "m4m203_eotech";
|
||||||
|
break;
|
||||||
|
case 4:
|
||||||
|
self.weapon = "m4m203_reflex";
|
||||||
|
break;
|
||||||
|
case 5:
|
||||||
|
self.weapon = "tavor_acog";
|
||||||
|
break;
|
||||||
|
case 6:
|
||||||
|
self.weapon = "tavor_mars";
|
||||||
|
break;
|
||||||
|
case 7:
|
||||||
|
self.weapon = "m16_acog";
|
||||||
|
break;
|
||||||
|
case 8:
|
||||||
|
self.weapon = "m16_grenadier";
|
||||||
|
break;
|
||||||
|
case 9:
|
||||||
|
self.weapon = "m16_reflex";
|
||||||
|
break;
|
||||||
|
case 10:
|
||||||
|
self.weapon = "masada";
|
||||||
|
break;
|
||||||
|
case 11:
|
||||||
|
self.weapon = "masada_acog";
|
||||||
|
break;
|
||||||
|
case 12:
|
||||||
|
self.weapon = "masada_reflex";
|
||||||
|
break;
|
||||||
|
case 13:
|
||||||
|
self.weapon = "scar_h";
|
||||||
|
break;
|
||||||
|
case 14:
|
||||||
|
self.weapon = "scar_h_acog";
|
||||||
|
break;
|
||||||
|
case 15:
|
||||||
|
self.weapon = "scar_h_reflex";
|
||||||
|
break;
|
||||||
|
case 16:
|
||||||
|
self.weapon = "scar_h_shotgun";
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(3) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_tf_141_forest_assault_a::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_tf_141_forest_assault_b::main();
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
character\character_tf_141_forest_shotgun::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_tf_141_forest_assault_a::precache();
|
||||||
|
character\character_tf_141_forest_assault_b::precache();
|
||||||
|
character\character_tf_141_forest_shotgun::precache();
|
||||||
|
|
||||||
|
precacheItem("m4_grenadier");
|
||||||
|
precacheItem("m203_m4");
|
||||||
|
precacheItem("m4_grunt");
|
||||||
|
precacheItem("m4m203_acog");
|
||||||
|
precacheItem("m203_m4_acog");
|
||||||
|
precacheItem("m4m203_eotech");
|
||||||
|
precacheItem("m203_m4_eotech");
|
||||||
|
precacheItem("m4m203_reflex");
|
||||||
|
precacheItem("m203_m4_reflex");
|
||||||
|
precacheItem("tavor_acog");
|
||||||
|
precacheItem("tavor_mars");
|
||||||
|
precacheItem("m16_acog");
|
||||||
|
precacheItem("m16_grenadier");
|
||||||
|
precacheItem("m203");
|
||||||
|
precacheItem("m16_reflex");
|
||||||
|
precacheItem("masada");
|
||||||
|
precacheItem("masada_acog");
|
||||||
|
precacheItem("masada_reflex");
|
||||||
|
precacheItem("scar_h");
|
||||||
|
precacheItem("scar_h_acog");
|
||||||
|
precacheItem("scar_h_reflex");
|
||||||
|
precacheItem("scar_h_shotgun");
|
||||||
|
precacheItem("scar_h_shotgun_attach");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,123 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_tf_141_forest_unique_a (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_tf141_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_weapon(17) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
self.weapon = "m4_grenadier";
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
self.weapon = "m4_grunt";
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
self.weapon = "m4m203_acog";
|
||||||
|
break;
|
||||||
|
case 3:
|
||||||
|
self.weapon = "m4m203_eotech";
|
||||||
|
break;
|
||||||
|
case 4:
|
||||||
|
self.weapon = "m4m203_reflex";
|
||||||
|
break;
|
||||||
|
case 5:
|
||||||
|
self.weapon = "tavor_acog";
|
||||||
|
break;
|
||||||
|
case 6:
|
||||||
|
self.weapon = "tavor_mars";
|
||||||
|
break;
|
||||||
|
case 7:
|
||||||
|
self.weapon = "m16_acog";
|
||||||
|
break;
|
||||||
|
case 8:
|
||||||
|
self.weapon = "m16_grenadier";
|
||||||
|
break;
|
||||||
|
case 9:
|
||||||
|
self.weapon = "m16_reflex";
|
||||||
|
break;
|
||||||
|
case 10:
|
||||||
|
self.weapon = "masada";
|
||||||
|
break;
|
||||||
|
case 11:
|
||||||
|
self.weapon = "masada_acog";
|
||||||
|
break;
|
||||||
|
case 12:
|
||||||
|
self.weapon = "masada_reflex";
|
||||||
|
break;
|
||||||
|
case 13:
|
||||||
|
self.weapon = "scar_h";
|
||||||
|
break;
|
||||||
|
case 14:
|
||||||
|
self.weapon = "scar_h_acog";
|
||||||
|
break;
|
||||||
|
case 15:
|
||||||
|
self.weapon = "scar_h_reflex";
|
||||||
|
break;
|
||||||
|
case 16:
|
||||||
|
self.weapon = "scar_h_shotgun";
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
character\character_tf_141_forest_unique_a::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_tf_141_forest_unique_a::precache();
|
||||||
|
|
||||||
|
precacheItem("m4_grenadier");
|
||||||
|
precacheItem("m203_m4");
|
||||||
|
precacheItem("m4_grunt");
|
||||||
|
precacheItem("m4m203_acog");
|
||||||
|
precacheItem("m203_m4_acog");
|
||||||
|
precacheItem("m4m203_eotech");
|
||||||
|
precacheItem("m203_m4_eotech");
|
||||||
|
precacheItem("m4m203_reflex");
|
||||||
|
precacheItem("m203_m4_reflex");
|
||||||
|
precacheItem("tavor_acog");
|
||||||
|
precacheItem("tavor_mars");
|
||||||
|
precacheItem("m16_acog");
|
||||||
|
precacheItem("m16_grenadier");
|
||||||
|
precacheItem("m203");
|
||||||
|
precacheItem("m16_reflex");
|
||||||
|
precacheItem("masada");
|
||||||
|
precacheItem("masada_acog");
|
||||||
|
precacheItem("masada_reflex");
|
||||||
|
precacheItem("scar_h");
|
||||||
|
precacheItem("scar_h_acog");
|
||||||
|
precacheItem("scar_h_reflex");
|
||||||
|
precacheItem("scar_h_shotgun");
|
||||||
|
precacheItem("scar_h_shotgun_attach");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,114 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_us_army_AR (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_us_army_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_weapon(12) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
self.weapon = "m16_basic";
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
self.weapon = "m240";
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
self.weapon = "m16_grenadier";
|
||||||
|
break;
|
||||||
|
case 3:
|
||||||
|
self.weapon = "m240_reflex";
|
||||||
|
break;
|
||||||
|
case 4:
|
||||||
|
self.weapon = "m16_acog";
|
||||||
|
break;
|
||||||
|
case 5:
|
||||||
|
self.weapon = "m240_acog";
|
||||||
|
break;
|
||||||
|
case 6:
|
||||||
|
self.weapon = "m4_grenadier";
|
||||||
|
break;
|
||||||
|
case 7:
|
||||||
|
self.weapon = "scar_h_acog";
|
||||||
|
break;
|
||||||
|
case 8:
|
||||||
|
self.weapon = "m4_grunt";
|
||||||
|
break;
|
||||||
|
case 9:
|
||||||
|
self.weapon = "scar_h_shotgun";
|
||||||
|
break;
|
||||||
|
case 10:
|
||||||
|
self.weapon = "scar_h_reflex";
|
||||||
|
break;
|
||||||
|
case 11:
|
||||||
|
self.weapon = "scar_h_grenadier";
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(3) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_us_army_assault_a::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_us_army_assault_b::main();
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
character\character_us_army_assault_c::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_us_army_assault_a::precache();
|
||||||
|
character\character_us_army_assault_b::precache();
|
||||||
|
character\character_us_army_assault_c::precache();
|
||||||
|
|
||||||
|
precacheItem("m16_basic");
|
||||||
|
precacheItem("m240");
|
||||||
|
precacheItem("m16_grenadier");
|
||||||
|
precacheItem("m203");
|
||||||
|
precacheItem("m240_reflex");
|
||||||
|
precacheItem("m16_acog");
|
||||||
|
precacheItem("m240_acog");
|
||||||
|
precacheItem("m4_grenadier");
|
||||||
|
precacheItem("m203_m4");
|
||||||
|
precacheItem("scar_h_acog");
|
||||||
|
precacheItem("m4_grunt");
|
||||||
|
precacheItem("scar_h_shotgun");
|
||||||
|
precacheItem("scar_h_shotgun_attach");
|
||||||
|
precacheItem("scar_h_reflex");
|
||||||
|
precacheItem("scar_h_grenadier");
|
||||||
|
precacheItem("scar_h_m203");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,62 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_us_army_AT4 (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_us_army_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "m4_grunt";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "at4";
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(3) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_us_army_assault_a::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_us_army_assault_b::main();
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
character\character_us_army_assault_c::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_us_army_assault_a::precache();
|
||||||
|
character\character_us_army_assault_b::precache();
|
||||||
|
character\character_us_army_assault_c::precache();
|
||||||
|
|
||||||
|
precacheItem("at4");
|
||||||
|
precacheItem("m4_grunt");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,56 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_us_army_casual (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_us_army_dmg_a_blk"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "beretta";
|
||||||
|
self.sidearm = "";
|
||||||
|
self.grenadeWeapon = "";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "m4_grunt";
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(2) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_us_army_casual_blk::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_us_army_casual_wht::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_us_army_casual_blk::precache();
|
||||||
|
character\character_us_army_casual_wht::precache();
|
||||||
|
|
||||||
|
precacheItem("m4_grunt");
|
||||||
|
precacheItem("beretta");
|
||||||
|
}
|
|
@ -0,0 +1,47 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_us_army_casual_welder (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_us_army_dmg_a_blk"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "beretta";
|
||||||
|
self.sidearm = "";
|
||||||
|
self.grenadeWeapon = "";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "m4_grunt";
|
||||||
|
|
||||||
|
character\character_us_army_welder::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_us_army_welder::precache();
|
||||||
|
|
||||||
|
precacheItem("m4_grunt");
|
||||||
|
precacheItem("beretta");
|
||||||
|
}
|
|
@ -0,0 +1,75 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_us_army_M16 (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_us_army_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_weapon(3) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
self.weapon = "m16_basic";
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
self.weapon = "m16_acog";
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
self.weapon = "m16_grenadier";
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(3) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_us_army_assault_a::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_us_army_assault_b::main();
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
character\character_us_army_assault_c::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_us_army_assault_a::precache();
|
||||||
|
character\character_us_army_assault_b::precache();
|
||||||
|
character\character_us_army_assault_c::precache();
|
||||||
|
|
||||||
|
precacheItem("m16_basic");
|
||||||
|
precacheItem("m16_acog");
|
||||||
|
precacheItem("m16_grenadier");
|
||||||
|
precacheItem("m203");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,74 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_us_army_M249 (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_us_army_lmg"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_weapon(3) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
self.weapon = "m240";
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
self.weapon = "m240_acog";
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
self.weapon = "m240_reflex";
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(3) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_us_army_lmg::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_us_army_lmg_b::main();
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
character\character_us_army_lmg_c::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_us_army_lmg::precache();
|
||||||
|
character\character_us_army_lmg_b::precache();
|
||||||
|
character\character_us_army_lmg_c::precache();
|
||||||
|
|
||||||
|
precacheItem("m240");
|
||||||
|
precacheItem("m240_acog");
|
||||||
|
precacheItem("m240_reflex");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,71 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_us_army_M4 (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_us_army_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_weapon(2) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
self.weapon = "m4_grenadier";
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
self.weapon = "m4_grunt";
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(3) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_us_army_assault_a::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_us_army_assault_b::main();
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
character\character_us_army_assault_c::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_us_army_assault_a::precache();
|
||||||
|
character\character_us_army_assault_b::precache();
|
||||||
|
character\character_us_army_assault_c::precache();
|
||||||
|
|
||||||
|
precacheItem("m4_grenadier");
|
||||||
|
precacheItem("m203_m4");
|
||||||
|
precacheItem("m4_grunt");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,62 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_us_army_M4_grenadier (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_us_army_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "m4_grenadier";
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(3) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_us_army_assault_a::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_us_army_assault_b::main();
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
character\character_us_army_assault_c::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_us_army_assault_a::precache();
|
||||||
|
character\character_us_army_assault_b::precache();
|
||||||
|
character\character_us_army_assault_c::precache();
|
||||||
|
|
||||||
|
precacheItem("m4_grenadier");
|
||||||
|
precacheItem("m203_m4");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,61 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_us_army_MP5 (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_us_army_smg"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "mp5";
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(3) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_us_army_smg::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_us_army_smg_b::main();
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
character\character_us_army_smg_c::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_us_army_smg::precache();
|
||||||
|
character\character_us_army_smg_b::precache();
|
||||||
|
character\character_us_army_smg_c::precache();
|
||||||
|
|
||||||
|
precacheItem("mp5");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,62 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_us_army_RPG (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_us_army_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "m4_grunt";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "rpg";
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(3) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_us_army_assault_a::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_us_army_assault_b::main();
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
character\character_us_army_assault_c::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_us_army_assault_a::precache();
|
||||||
|
character\character_us_army_assault_b::precache();
|
||||||
|
character\character_us_army_assault_c::precache();
|
||||||
|
|
||||||
|
precacheItem("rpg");
|
||||||
|
precacheItem("m4_grunt");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,80 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_us_army_SCAR (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_us_army_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_weapon(4) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
self.weapon = "scar_h_acog";
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
self.weapon = "scar_h_reflex";
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
self.weapon = "scar_h_shotgun";
|
||||||
|
break;
|
||||||
|
case 3:
|
||||||
|
self.weapon = "scar_h_grenadier";
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(3) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_us_army_assault_a::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_us_army_assault_b::main();
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
character\character_us_army_assault_c::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_us_army_assault_a::precache();
|
||||||
|
character\character_us_army_assault_b::precache();
|
||||||
|
character\character_us_army_assault_c::precache();
|
||||||
|
|
||||||
|
precacheItem("scar_h_acog");
|
||||||
|
precacheItem("scar_h_reflex");
|
||||||
|
precacheItem("scar_h_shotgun");
|
||||||
|
precacheItem("scar_h_shotgun_attach");
|
||||||
|
precacheItem("scar_h_grenadier");
|
||||||
|
precacheItem("scar_h_m203");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,74 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_us_army_SHOTGUN (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_us_army_shotgun"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_weapon(3) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
self.weapon = "m1014";
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
self.weapon = "m1014_reflex";
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
self.weapon = "m1014_eotech";
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(3) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_us_army_shotgun::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_us_army_shotgun_b::main();
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
character\character_us_army_shotgun_c::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_us_army_shotgun::precache();
|
||||||
|
character\character_us_army_shotgun_b::precache();
|
||||||
|
character\character_us_army_shotgun_c::precache();
|
||||||
|
|
||||||
|
precacheItem("m1014");
|
||||||
|
precacheItem("m1014_reflex");
|
||||||
|
precacheItem("m1014_eotech");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,72 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_us_army_wounded (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_us_army_dmg_a_blk"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 100;
|
||||||
|
self.secondaryweapon = "beretta";
|
||||||
|
self.sidearm = "";
|
||||||
|
self.grenadeWeapon = "";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "m4_grunt";
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(6) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_us_army_dmg_a_blk::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_us_army_dmg_a_wht::main();
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
character\character_us_army_dmg_b_blk::main();
|
||||||
|
break;
|
||||||
|
case 3:
|
||||||
|
character\character_us_army_dmg_b_wht::main();
|
||||||
|
break;
|
||||||
|
case 4:
|
||||||
|
character\character_us_army_dmg_c_blk::main();
|
||||||
|
break;
|
||||||
|
case 5:
|
||||||
|
character\character_us_army_dmg_c_wht::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_us_army_dmg_a_blk::precache();
|
||||||
|
character\character_us_army_dmg_a_wht::precache();
|
||||||
|
character\character_us_army_dmg_b_blk::precache();
|
||||||
|
character\character_us_army_dmg_b_wht::precache();
|
||||||
|
character\character_us_army_dmg_c_blk::precache();
|
||||||
|
character\character_us_army_dmg_c_wht::precache();
|
||||||
|
|
||||||
|
precacheItem("m4_grunt");
|
||||||
|
precacheItem("beretta");
|
||||||
|
}
|
|
@ -0,0 +1,48 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_vip_arcadia (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_complete_civilian_suit_male_1"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 150;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "ak47";
|
||||||
|
|
||||||
|
character\character_corpse_civ_male_a::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_corpse_civ_male_a::precache();
|
||||||
|
|
||||||
|
precacheItem("ak47");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,48 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_ally_vip_invasion (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_complete_civilian_suit_male_1"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "allies";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 150;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "ak47";
|
||||||
|
|
||||||
|
character\character_city_civ_male_a::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("allies");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_city_civ_male_a::precache();
|
||||||
|
|
||||||
|
precacheItem("ak47");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,49 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_civilian_arab_a_male (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="character_arab_civilian_lowres_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "neutral";
|
||||||
|
self.type = "civilian";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 25;
|
||||||
|
self.secondaryweapon = "beretta";
|
||||||
|
self.sidearm = "colt45";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "ak47";
|
||||||
|
|
||||||
|
character\character_arab_civilian_a::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("neutral");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_arab_civilian_a::precache();
|
||||||
|
|
||||||
|
precacheItem("ak47");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("colt45");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,49 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_civilian_arab_b_male (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="character_arab_civilian_lowres_b"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "neutral";
|
||||||
|
self.type = "civilian";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 25;
|
||||||
|
self.secondaryweapon = "beretta";
|
||||||
|
self.sidearm = "colt45";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "ak47";
|
||||||
|
|
||||||
|
character\character_arab_civilian_b::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("neutral");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_arab_civilian_b::precache();
|
||||||
|
|
||||||
|
precacheItem("ak47");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("colt45");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,49 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_civilian_arab_c_male (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="character_arab_civilian_lowres_c"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "neutral";
|
||||||
|
self.type = "civilian";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 25;
|
||||||
|
self.secondaryweapon = "beretta";
|
||||||
|
self.sidearm = "colt45";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "ak47";
|
||||||
|
|
||||||
|
character\character_arab_civilian_c::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("neutral");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_arab_civilian_c::precache();
|
||||||
|
|
||||||
|
precacheItem("ak47");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("colt45");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,49 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_civilian_arab_d_male (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="character_arab_civilian_lowres_d"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "neutral";
|
||||||
|
self.type = "civilian";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 25;
|
||||||
|
self.secondaryweapon = "beretta";
|
||||||
|
self.sidearm = "colt45";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "ak47";
|
||||||
|
|
||||||
|
character\character_arab_civilian_d::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("neutral");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_arab_civilian_d::precache();
|
||||||
|
|
||||||
|
precacheItem("ak47");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("colt45");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,49 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_civilian_arab_e_female (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="character_arab_civilian_lowres_e"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "neutral";
|
||||||
|
self.type = "civilian";
|
||||||
|
self.subclass = "elite";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 25;
|
||||||
|
self.secondaryweapon = "beretta";
|
||||||
|
self.sidearm = "colt45";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "ak47";
|
||||||
|
|
||||||
|
character\character_arab_civilian_e_fem::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("neutral");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_arab_civilian_e_fem::precache();
|
||||||
|
|
||||||
|
precacheItem("ak47");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("colt45");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,49 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_civilian_arab_f_female (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="character_arab_civilian_lowres_f"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "neutral";
|
||||||
|
self.type = "civilian";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 25;
|
||||||
|
self.secondaryweapon = "beretta";
|
||||||
|
self.sidearm = "colt45";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "ak47";
|
||||||
|
|
||||||
|
character\character_arab_civilian_f_fem::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("neutral");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_arab_civilian_f_fem::precache();
|
||||||
|
|
||||||
|
precacheItem("ak47");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("colt45");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,78 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_civilian_slum_male (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_slum_civ_male_aa"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "neutral";
|
||||||
|
self.type = "civilian";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 30;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "";
|
||||||
|
self.grenadeWeapon = "";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "none";
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(8) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_civilian_slum_male_aa::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_civilian_slum_male_aa_wht::main();
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
character\character_civilian_slum_male_ab::main();
|
||||||
|
break;
|
||||||
|
case 3:
|
||||||
|
character\character_civilian_slum_male_ab_wht::main();
|
||||||
|
break;
|
||||||
|
case 4:
|
||||||
|
character\character_civilian_slum_male_ba::main();
|
||||||
|
break;
|
||||||
|
case 5:
|
||||||
|
character\character_civilian_slum_male_ba_wht::main();
|
||||||
|
break;
|
||||||
|
case 6:
|
||||||
|
character\character_civilian_slum_male_bb::main();
|
||||||
|
break;
|
||||||
|
case 7:
|
||||||
|
character\character_civilian_slum_male_bb_wht::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("neutral");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_civilian_slum_male_aa::precache();
|
||||||
|
character\character_civilian_slum_male_aa_wht::precache();
|
||||||
|
character\character_civilian_slum_male_ab::precache();
|
||||||
|
character\character_civilian_slum_male_ab_wht::precache();
|
||||||
|
character\character_civilian_slum_male_ba::precache();
|
||||||
|
character\character_civilian_slum_male_ba_wht::precache();
|
||||||
|
character\character_civilian_slum_male_bb::precache();
|
||||||
|
character\character_civilian_slum_male_bb_wht::precache();
|
||||||
|
|
||||||
|
}
|
|
@ -0,0 +1,54 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_civilian_urban_female (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_city_civ_female_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "neutral";
|
||||||
|
self.type = "civilian";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 30;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "";
|
||||||
|
self.grenadeWeapon = "";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "none";
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(2) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_civilian_urban_female_a::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_civilian_urban_female_b::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("neutral");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_civilian_urban_female_a::precache();
|
||||||
|
character\character_civilian_urban_female_b::precache();
|
||||||
|
|
||||||
|
}
|
|
@ -0,0 +1,54 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_civilian_urban_female_drone (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_city_civ_female_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "neutral";
|
||||||
|
self.type = "civilian";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 30;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "";
|
||||||
|
self.grenadeWeapon = "";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "none";
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(2) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_civilian_urban_fem_a_drone::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_civilian_urban_fem_b_drone::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("neutral");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_civilian_urban_fem_a_drone::precache();
|
||||||
|
character\character_civilian_urban_fem_b_drone::precache();
|
||||||
|
|
||||||
|
}
|
|
@ -0,0 +1,74 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_civilian_urban_male (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_urban_civ_male_aa"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "neutral";
|
||||||
|
self.type = "civilian";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 30;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "";
|
||||||
|
self.grenadeWeapon = "";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "none";
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(7) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_civilian_urban_male_aa_wht::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_civilian_urban_male_ab_wht::main();
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
character\character_civilian_urban_male_ac_wht::main();
|
||||||
|
break;
|
||||||
|
case 3:
|
||||||
|
character\character_city_civ_male_a::main();
|
||||||
|
break;
|
||||||
|
case 4:
|
||||||
|
character\character_civilian_urban_male_ba_wht::main();
|
||||||
|
break;
|
||||||
|
case 5:
|
||||||
|
character\character_civilian_urban_male_bb_wht::main();
|
||||||
|
break;
|
||||||
|
case 6:
|
||||||
|
character\character_civilian_urban_male_bc_wht::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("neutral");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_civilian_urban_male_aa_wht::precache();
|
||||||
|
character\character_civilian_urban_male_ab_wht::precache();
|
||||||
|
character\character_civilian_urban_male_ac_wht::precache();
|
||||||
|
character\character_city_civ_male_a::precache();
|
||||||
|
character\character_civilian_urban_male_ba_wht::precache();
|
||||||
|
character\character_civilian_urban_male_bb_wht::precache();
|
||||||
|
character\character_civilian_urban_male_bc_wht::precache();
|
||||||
|
|
||||||
|
}
|
|
@ -0,0 +1,74 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_civilian_urban_male_drone (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_city_civ_male_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "neutral";
|
||||||
|
self.type = "civilian";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 30;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "";
|
||||||
|
self.grenadeWeapon = "";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "none";
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(7) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_civilian_urban_male_aa_drone::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_civilian_urban_male_ab_drone::main();
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
character\character_civilian_urban_male_ac_drone::main();
|
||||||
|
break;
|
||||||
|
case 3:
|
||||||
|
character\character_city_civ_male_a_drone::main();
|
||||||
|
break;
|
||||||
|
case 4:
|
||||||
|
character\character_civilian_urban_male_ba_drone::main();
|
||||||
|
break;
|
||||||
|
case 5:
|
||||||
|
character\character_civilian_urban_male_bb_drone::main();
|
||||||
|
break;
|
||||||
|
case 6:
|
||||||
|
character\character_civilian_urban_male_bc_drone::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("neutral");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_civilian_urban_male_aa_drone::precache();
|
||||||
|
character\character_civilian_urban_male_ab_drone::precache();
|
||||||
|
character\character_civilian_urban_male_ac_drone::precache();
|
||||||
|
character\character_city_civ_male_a_drone::precache();
|
||||||
|
character\character_civilian_urban_male_ba_drone::precache();
|
||||||
|
character\character_civilian_urban_male_bb_drone::precache();
|
||||||
|
character\character_civilian_urban_male_bc_drone::precache();
|
||||||
|
|
||||||
|
}
|
|
@ -0,0 +1,58 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_civilian_worker_hostage_male (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_work_civ_male_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "neutral";
|
||||||
|
self.type = "civilian";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 30;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "";
|
||||||
|
self.grenadeWeapon = "";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "none";
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(3) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_civilian_worker_hostage_a::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_civilian_worker_hostage_b::main();
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
character\character_civilian_worker_hostage_c::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("neutral");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_civilian_worker_hostage_a::precache();
|
||||||
|
character\character_civilian_worker_hostage_b::precache();
|
||||||
|
character\character_civilian_worker_hostage_c::precache();
|
||||||
|
|
||||||
|
}
|
|
@ -0,0 +1,58 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_civilian_worker_male (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_work_civ_male_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "neutral";
|
||||||
|
self.type = "civilian";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 30;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "";
|
||||||
|
self.grenadeWeapon = "";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "none";
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(3) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_civilian_worker_a::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_civilian_worker_b::main();
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
character\character_civilian_worker_c::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("neutral");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_civilian_worker_a::precache();
|
||||||
|
character\character_civilian_worker_b::precache();
|
||||||
|
character\character_civilian_worker_c::precache();
|
||||||
|
|
||||||
|
}
|
|
@ -0,0 +1,58 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_civilian_worker_male_bomb (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_work_civ_male_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "neutral";
|
||||||
|
self.type = "civilian";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 30;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "";
|
||||||
|
self.grenadeWeapon = "";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "none";
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(3) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_civilian_worker_bomb_a::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_civilian_worker_bomb_b::main();
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
character\character_civilian_worker_bomb_c::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("neutral");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_civilian_worker_bomb_a::precache();
|
||||||
|
character\character_civilian_worker_bomb_b::precache();
|
||||||
|
character\character_civilian_worker_bomb_c::precache();
|
||||||
|
|
||||||
|
}
|
|
@ -0,0 +1,83 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_enemy_afghan_AR (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_opforce_afghan_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "axis";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 150;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "glock";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_weapon(8) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
self.weapon = "ak47_desert";
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
self.weapon = "ak47_reflex";
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
self.weapon = "ak47_desert_grenadier";
|
||||||
|
break;
|
||||||
|
case 3:
|
||||||
|
self.weapon = "ak47_acog";
|
||||||
|
break;
|
||||||
|
case 4:
|
||||||
|
self.weapon = "fal";
|
||||||
|
break;
|
||||||
|
case 5:
|
||||||
|
self.weapon = "fal_acog";
|
||||||
|
break;
|
||||||
|
case 6:
|
||||||
|
self.weapon = "ak47_desert";
|
||||||
|
break;
|
||||||
|
case 7:
|
||||||
|
self.weapon = "fal_shotgun";
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
character\character_opforce_arab_assault_a::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("axis");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_opforce_arab_assault_a::precache();
|
||||||
|
|
||||||
|
precacheItem("ak47_desert");
|
||||||
|
precacheItem("ak47_reflex");
|
||||||
|
precacheItem("ak47_desert_grenadier");
|
||||||
|
precacheItem("gl_ak47_desert");
|
||||||
|
precacheItem("ak47_acog");
|
||||||
|
precacheItem("fal");
|
||||||
|
precacheItem("fal_acog");
|
||||||
|
precacheItem("ak47_desert");
|
||||||
|
precacheItem("fal_shotgun");
|
||||||
|
precacheItem("fal_shotgun_attach");
|
||||||
|
precacheItem("glock");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,61 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_enemy_afghan_LMG (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_opforce_afghan_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "axis";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 150;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 512.000000, 400.000000 );
|
||||||
|
self setEngagementMaxDist( 1024.000000, 1250.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_weapon(3) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
self.weapon = "rpd";
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
self.weapon = "rpd_reflex";
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
self.weapon = "rpd_acog";
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
character\character_opforce_arab_lmg_a::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("axis");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_opforce_arab_lmg_a::precache();
|
||||||
|
|
||||||
|
precacheItem("rpd");
|
||||||
|
precacheItem("rpd_reflex");
|
||||||
|
precacheItem("rpd_acog");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,49 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_enemy_afghan_RPG (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_opforce_afghan_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "rpg_player.csv";
|
||||||
|
self.team = "axis";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 150;
|
||||||
|
self.secondaryweapon = "ak47_reflex";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 768.000000, 512.000000 );
|
||||||
|
self setEngagementMaxDist( 1024.000000, 1500.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "rpg";
|
||||||
|
|
||||||
|
character\character_opforce_arab_lmg_a::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("axis");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_opforce_arab_lmg_a::precache();
|
||||||
|
|
||||||
|
precacheItem("rpg");
|
||||||
|
precacheItem("ak47_reflex");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,65 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_enemy_afghan_SMG (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_opforce_afghan_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "axis";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 150;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "beretta";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 128.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 512.000000, 768.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_weapon(4) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
self.weapon = "uzi";
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
self.weapon = "tmp";
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
self.weapon = "mp5";
|
||||||
|
break;
|
||||||
|
case 3:
|
||||||
|
self.weapon = "uzi";
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
character\character_opforce_arab_smg_a::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("axis");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_opforce_arab_smg_a::precache();
|
||||||
|
|
||||||
|
precacheItem("uzi");
|
||||||
|
precacheItem("tmp");
|
||||||
|
precacheItem("mp5");
|
||||||
|
precacheItem("uzi");
|
||||||
|
precacheItem("beretta");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,48 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_enemy_afghan_unarmed (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_opforce_afghan_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "neutral";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 150;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "glock";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "ak47_desert";
|
||||||
|
|
||||||
|
character\character_opforce_arab_unarmed_a::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("neutral");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_opforce_arab_unarmed_a::precache();
|
||||||
|
|
||||||
|
precacheItem("ak47_desert");
|
||||||
|
precacheItem("glock");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,113 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_enemy_airborne_AR (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_airborne_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "axis";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 150;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "pp2000";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_weapon(12) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
self.weapon = "ak47";
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
self.weapon = "ak47_digital_reflex";
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
self.weapon = "ak47_digital_grenadier";
|
||||||
|
break;
|
||||||
|
case 3:
|
||||||
|
self.weapon = "ak47_digital_acog";
|
||||||
|
break;
|
||||||
|
case 4:
|
||||||
|
self.weapon = "fal_acog";
|
||||||
|
break;
|
||||||
|
case 5:
|
||||||
|
self.weapon = "fal_shotgun";
|
||||||
|
break;
|
||||||
|
case 6:
|
||||||
|
self.weapon = "tavor_digital_acog";
|
||||||
|
break;
|
||||||
|
case 7:
|
||||||
|
self.weapon = "tavor_mars";
|
||||||
|
break;
|
||||||
|
case 8:
|
||||||
|
self.weapon = "tavor_digital_eotech";
|
||||||
|
break;
|
||||||
|
case 9:
|
||||||
|
self.weapon = "tavor_reflex";
|
||||||
|
break;
|
||||||
|
case 10:
|
||||||
|
self.weapon = "ak47_shotgun";
|
||||||
|
break;
|
||||||
|
case 11:
|
||||||
|
self.weapon = "ak47_digital_eotech";
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(3) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_airborne_assault_a::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_airborne_assault_b::main();
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
character\character_airborne_assault_c::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("axis");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_airborne_assault_a::precache();
|
||||||
|
character\character_airborne_assault_b::precache();
|
||||||
|
character\character_airborne_assault_c::precache();
|
||||||
|
|
||||||
|
precacheItem("ak47");
|
||||||
|
precacheItem("ak47_digital_reflex");
|
||||||
|
precacheItem("ak47_digital_grenadier");
|
||||||
|
precacheItem("gl_ak47_digital");
|
||||||
|
precacheItem("ak47_digital_acog");
|
||||||
|
precacheItem("fal_acog");
|
||||||
|
precacheItem("fal_shotgun");
|
||||||
|
precacheItem("fal_shotgun_attach");
|
||||||
|
precacheItem("tavor_digital_acog");
|
||||||
|
precacheItem("tavor_mars");
|
||||||
|
precacheItem("tavor_digital_eotech");
|
||||||
|
precacheItem("tavor_reflex");
|
||||||
|
precacheItem("ak47_shotgun");
|
||||||
|
precacheItem("ak47_shotgun_attach");
|
||||||
|
precacheItem("ak47_digital_eotech");
|
||||||
|
precacheItem("pp2000");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,100 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_enemy_airborne_casual_a (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_airborne_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "axis";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 150;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "pp2000";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_weapon(12) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
self.weapon = "ak47";
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
self.weapon = "ak47_digital_reflex";
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
self.weapon = "ak47_digital_grenadier";
|
||||||
|
break;
|
||||||
|
case 3:
|
||||||
|
self.weapon = "ak47_digital_acog";
|
||||||
|
break;
|
||||||
|
case 4:
|
||||||
|
self.weapon = "fal_acog";
|
||||||
|
break;
|
||||||
|
case 5:
|
||||||
|
self.weapon = "fal_shotgun";
|
||||||
|
break;
|
||||||
|
case 6:
|
||||||
|
self.weapon = "tavor_digital_acog";
|
||||||
|
break;
|
||||||
|
case 7:
|
||||||
|
self.weapon = "tavor_mars";
|
||||||
|
break;
|
||||||
|
case 8:
|
||||||
|
self.weapon = "tavor_digital_eotech";
|
||||||
|
break;
|
||||||
|
case 9:
|
||||||
|
self.weapon = "tavor_reflex";
|
||||||
|
break;
|
||||||
|
case 10:
|
||||||
|
self.weapon = "ak47_shotgun";
|
||||||
|
break;
|
||||||
|
case 11:
|
||||||
|
self.weapon = "ak47_digital_eotech";
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
character\character_airborne_casual_a::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("axis");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_airborne_casual_a::precache();
|
||||||
|
|
||||||
|
precacheItem("ak47");
|
||||||
|
precacheItem("ak47_digital_reflex");
|
||||||
|
precacheItem("ak47_digital_grenadier");
|
||||||
|
precacheItem("gl_ak47_digital");
|
||||||
|
precacheItem("ak47_digital_acog");
|
||||||
|
precacheItem("fal_acog");
|
||||||
|
precacheItem("fal_shotgun");
|
||||||
|
precacheItem("fal_shotgun_attach");
|
||||||
|
precacheItem("tavor_digital_acog");
|
||||||
|
precacheItem("tavor_mars");
|
||||||
|
precacheItem("tavor_digital_eotech");
|
||||||
|
precacheItem("tavor_reflex");
|
||||||
|
precacheItem("ak47_shotgun");
|
||||||
|
precacheItem("ak47_shotgun_attach");
|
||||||
|
precacheItem("ak47_digital_eotech");
|
||||||
|
precacheItem("pp2000");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,48 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_enemy_airborne_drone (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_airborne_assault_a"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "axis";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 150;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "pp2000";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
self.weapon = "ak47";
|
||||||
|
|
||||||
|
character\character_airborne_assault_a_drone::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("axis");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_airborne_assault_a_drone::precache();
|
||||||
|
|
||||||
|
precacheItem("ak47");
|
||||||
|
precacheItem("pp2000");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,86 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_enemy_airborne_LMG (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_airborne_lmg"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "";
|
||||||
|
self.team = "axis";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "regular";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 150;
|
||||||
|
self.secondaryweapon = "";
|
||||||
|
self.sidearm = "pp2000";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 512.000000, 400.000000 );
|
||||||
|
self setEngagementMaxDist( 1024.000000, 1250.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_weapon(6) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
self.weapon = "rpd";
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
self.weapon = "rpd_reflex";
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
self.weapon = "rpd_acog";
|
||||||
|
break;
|
||||||
|
case 3:
|
||||||
|
self.weapon = "rpd_digital";
|
||||||
|
break;
|
||||||
|
case 4:
|
||||||
|
self.weapon = "rpd_digital_acog";
|
||||||
|
break;
|
||||||
|
case 5:
|
||||||
|
self.weapon = "rpd_digital_reflex";
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_character(3) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
character\character_airborne_lmg::main();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
character\character_airborne_lmg_b::main();
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
character\character_airborne_lmg_c::main();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("axis");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_airborne_lmg::precache();
|
||||||
|
character\character_airborne_lmg_b::precache();
|
||||||
|
character\character_airborne_lmg_c::precache();
|
||||||
|
|
||||||
|
precacheItem("rpd");
|
||||||
|
precacheItem("rpd_reflex");
|
||||||
|
precacheItem("rpd_acog");
|
||||||
|
precacheItem("rpd_digital");
|
||||||
|
precacheItem("rpd_digital_acog");
|
||||||
|
precacheItem("rpd_digital_reflex");
|
||||||
|
precacheItem("pp2000");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
}
|
|
@ -0,0 +1,62 @@
|
||||||
|
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||||
|
/*QUAKED actor_enemy_airborne_riotshield (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||||
|
defaultmdl="body_riot_op_airborne"
|
||||||
|
"count" -- max AI to ever spawn from this spawner
|
||||||
|
SPAWNER -- makes this a spawner instead of a guy
|
||||||
|
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||||
|
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||||
|
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||||
|
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||||
|
*/
|
||||||
|
main()
|
||||||
|
{
|
||||||
|
self.animTree = "";
|
||||||
|
self.additionalAssets = "riotshield.csv";
|
||||||
|
self.team = "axis";
|
||||||
|
self.type = "human";
|
||||||
|
self.subclass = "riotshield";
|
||||||
|
self.accuracy = 0.2;
|
||||||
|
self.health = 150;
|
||||||
|
self.secondaryweapon = "riotshield";
|
||||||
|
self.sidearm = "usp";
|
||||||
|
self.grenadeWeapon = "fraggrenade";
|
||||||
|
self.grenadeAmmo = 0;
|
||||||
|
|
||||||
|
if ( isAI( self ) )
|
||||||
|
{
|
||||||
|
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||||
|
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||||
|
}
|
||||||
|
|
||||||
|
switch( codescripts\character::get_random_weapon(2) )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
self.weapon = "mp5";
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
self.weapon = "mp5_reflex";
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
character\character_op_airborne_riot::main();
|
||||||
|
}
|
||||||
|
|
||||||
|
spawner()
|
||||||
|
{
|
||||||
|
self setspawnerteam("axis");
|
||||||
|
}
|
||||||
|
|
||||||
|
precache()
|
||||||
|
{
|
||||||
|
character\character_op_airborne_riot::precache();
|
||||||
|
|
||||||
|
precacheItem("mp5");
|
||||||
|
precacheItem("mp5_reflex");
|
||||||
|
precacheItem("riotshield");
|
||||||
|
precacheItem("usp");
|
||||||
|
precacheItem("fraggrenade");
|
||||||
|
|
||||||
|
//----------------
|
||||||
|
maps\_riotshield::init_riotshield();
|
||||||
|
//----------------
|
||||||
|
}
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue